Secret of Monkey Island Walkthrough :

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Walkthrough - FAQ/Walkthrough

Page 1

The Secret Of Monkey Island
Complete Walkthrough
By: Felipe ''GrayKnife'' Gaboardi
E-mail: felipecgaboardi@hotmail.com
Version: 1.0
19:10 December 24th 2009
Legal Stuff:
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
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* CONTENT +
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1-0 - Introduction
-1- Interface
-2- General Tips
2-0 - Walkthrough
-1- Part One: The Three Trials
-2- Part Two: The Journey
-3- Part Three: Under Monkey Island
-4- Last Part: Guybrush Kicks Butt
3- - Item List
4- - Credits
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* 1-0 -- INTRODUCTION -- +
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Does this game really need an introduction? If you don't know The Secret Of
Monkey Island, then I guess I can say that you've just started playing
adventure games. Released in 1990, this was the game that made a name for
LucasArts (LucasFilm Games back then) as an adventure game development studio
...before the Star Wars games madness begun. With it's great puzzles and humor,
you just can't consider yourself an Adventure Gamer (yeah, I've just made that
up) without having played it. Also, it's one of the greatest evidences that
pirates are way cooler than ninjas. In your faces, you spandex wearing bastards
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* 1-1 -- INTERFACE -- +
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The interface is pretty much straight-forward. It's a point 'n click game, so
you point, click, and stuff happens.
-------------
The Commands:
-------------
In order to make stuff happen, you have 12 commands to choose from:
Open/Close - Used to open/close doors, chests and such.
Push/Pull - Pretty much used to move stuff around and to use levers.
Walk To - Pretty simple. Click on one spot and Guybrush will head there. It is
the default command, so you'll rarely have to select it.
Pick Up - This is an adventure game, so you'll need this command to get every-
thing that's not nailed down.
Talk To - Used to interact with other characters. Some of the dialogue in this
game is pretty funny, so talk to everyone you can.
Give - First you click on an item and then click on the person you want to give
it to.
Use - This command can be used in many situations. You can use levers, you can
use itens on other itens and many other things. I can't really make a specific
description about it.
Look At - Use it on an item or something on the room you're in and Guybrush
will analyze it or read whatever is written on it.
Turn On/ Turn Off - You'll never use these. Ever. Even if either of these
commands have any purpose in the game, it can be done with the use command, so
I've never noticed it.
NOTE: The Walk To, Turn On and Turn Off commands are not in the CD version of
the game.
-------------------
Using The Keyboard:
-------------------
Being a point 'n click, you'll rarely use the keyboard. You COULD use the arrow
keys to move the cursor and press ENTER to confirm actions and select commands,
but doing so is so boring and slow that you'll never do this unless you have a
Stone Age computer that doesn't have a mouse. But still, if you want to use the
keyboard that badly, you can select the commands by pushing the following keys:
W - Walk To
T - Talk To
Y - Pull
U - Use
O - Open
P - Pick Up
S - Push
F - Turn Off
G - Give
L - Look At
C - Close
N - Turn On
You can also press ctrl+Q to quit the game and ctrl+W to win the game (honestly
if you ever use this, I think I'll have the right to ask why the hell you got
the game in the first place if you're not going to play it)
---------------------
Saving Your Progress:
---------------------
Push F5 to open the save menu. Select Save and choose a slot to save your game,
select Load and choose a saved game to continue from, select Play to continue
the game you're playing now or choose Quit to quit the game. Yes, it's this
simple, really.
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* 1-2 -- GENERAL TIPS -- *
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- Talk to everyone about all topics, look at everything and try to pick up
every item.
- You will get stuck in a dead end if you give Otis all your money or let the
grog machine at Stan's eat up all your pieces of eight. Please, don't be stupid
enough to do either.
- If you get stuck, rubbing every item on every person and/or object might be
effective, but it's so frustrating and dull you'll stop having fun. Just check
this guide to be able to keep going. There's no reason to be ashamed about it.
Sometimes adventure games have a really weird line of logic.
- After playing this game, play all of it's sequels! (Well... if you're not
able to get your hands on a copy of Escape From Monkey Island, the 4th of the
series, it doesn't really matter... it's rather weak compared to the others.)
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* 2-0 -- WALKTHROUGH -- +
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NOTE: This walkthrough has spoilers! Read it at your own risk!
Ok, now that we're done with that, we shall begin our adventure! Opening with
one of the catchiest tunes from any game you've ever played!
On the Island of Mêlée, our swashbuckling hero Guybrush Threepwood tells the
local slightly blind look-out (who gave him this job, anyways?) he wants to be
a pirate... The old man tells him to go to the Scumm Bar and talk to the
pirate leaders. So, that's what we'll do first! May the game BEGIN!
RANDOM TRIVIA: The Scumm Bar is a reference to the SCUMM Engine that is used to
run the game.
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* 2-1 -- PART ONE: THE THREE TRIALS -- *
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************
Mêlée Island
************
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Village
-------
You may look at the poster to learn how the Governor likes to waste money on
totally useless propaganda. When you're done, head right until you reach the
fearsome Scumm (smile) Bar. Open the door and go inside.
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Scumm Bar
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What a cheerful place this is... there are a lot of pirates in this side of the
bar, but you can only talk to four of them: the guy wearing a red coat next to
the door, the pirate wearing a black coat and with a mug on the table in the
middle, some guy wearing a blue shirt and drinking some grog to the right and
the dog next to the curtain (hey, it's a pirate dog, okay!?). So, talk to each
one of them.
The man in the red coat will introduce himself as Mancomb Seepgood (right after
making fun of Guybrush's name). If you talk to him, he'll tell you to go talk
to the important looking pirates to the right of the bar and will also mention
something about a pirate that fell in love with the governor... but since he
doesn't believe in a word of the story, he tells you to go ask Estevan (the guy
wearing the black coat), so do it.
Ask him about the story with the governor and the one-eyed fellow (be careful
when putting your contact lens on!) will tell you what happened. So, he tells
you the story of the fearsome pirate LeChuck. He was invited to have dinner
with the governor and fell in love with her. Trying to impress her, LeChuck
set sail to find the legendary secret Of Monkey Island! Then he died when his
ship sank during a storm (oh, the irony!). But his restless soul continues to
sail around the Caribbean in his ghost ship,terrorizing every pirate out there
and keeping them from going to the sea! Now that we're done here, talk to the
guy with the blue shirt to get some free Loom advertisement! It's a nice game
and I hope you've downloaded it while it was still considered an abandonware,
because now you have to pay 5 bucks on Steam to download it. But it's worth the
money, though. Now talk to the dog for the lulz.
Now that we're done with all this stuff (that you didn't really need to do, by
the way), head right and talk to the important looking pirates.
Tell them you want to be a pirate and you'll learn that, in order to become a
pirate, you'll have to go through THE THREE TRIALS! Which are the following:
a)Beat the Swordmaster;
b)Steal The Idol Of Many Arms from the governor's mansion;
c)Find Mêlée Island's legendary lost treasure.
You may do them in any other you like, but I just recommend that you don't do
the idol one last or else you'll miss an interesting love scene.
Now, before leaving the bar, there are some itens you want to get here.Wait for
the cook to leave the kitchen, go to the left side of the bar and leave the
screen. When he does so, enter the kitchen (it's through the door to the right,
if you didn't notice).
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Kitchen
-------
Pick up the hunk of meat on the table and the pot beneath the table. Use the
hunk of meat on the pot o' stew and then pick the stewed meat back up. Open the
door to your right and you'll see a seagull eating a fish. You'll need the fish
so you'll need to scare that bird away. To do so, step on the plank the seagull
is on. It'll launch it to the air for a little while. Keep stepping on it until
the seagull stays on air long enough for you to be able to get the fish. When
you're done, leave the kitchen and then the bar.
*************************************
Meanwhile, deep beneath Monkey Island
*************************************
You'll see a cutscene showing a dialogue between ghost pirate LeChuck, the bad
guy of the series, and one of his crew members, Bob. It seems that LeChuck is
aware of Guybrush's existence and is willing to take care of him personally...
Oh, boy, this can't turn out good...
************
Mêlée Island
************
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Village
-------
Time to do the trials!... but before that, there's a little problem... Guybrush
is broke. You'll want to get some money before anything, so head all the way
left to the lookout point and then head right to see an overview of Mêlée. Head
to the clearing and enter the circus tent.
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Circus
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You will see two guys fighting over who's going to get shot from the cannon
first. As soon as they notice Guybrush, they'll offer you the chance to be shot
from the cannon (woohoo!). Of course, they're willing to pay you to do it. 478
pieces of eight, to be exact. Say that you'll do it (hey, you need the money).
They'll ask you if you have a helmet, though. Say yes and show them the pot you
picked up at the kitchen. You'll get shot from the cannon, and... well... the
pot will fly off Guybrush's head and he'll hit his face on the post. He'll be
fine, though. And at least you got payed! Now you can begin to work on the
trials! Head back to the village.
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The Treasure Hunting Trial
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Village
-------
Yes, we'll be doing the treasure hunting first. Like I said, it really doesn't
matter which one you do first. Head all the way right and then through the
archway. Talk to the Citizen of Mêlée. He's selling Mêlée Island's treasure map
for 100 pieces of eight. Buy one. Talk to the Men of Low Moral Fiber, if you
want. You can get two pieces of eight and Mêlée Island's PTA meeting minutes,
but you don't really have to, considering that 2 pieces of eight is almost
nothing and the Minutes are useless. You won't even be able to use them to get
a flamming mass later in the game. Now, enter the first door to the right.
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Voodoo Shop
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Grab the chicken on top of the trunk. If you look at it, you'll learn that it's
a rubber chicken with a pulley in the middle. Now, you can head right and talk
to the Voodoo Lady if you want, but it's not necessary. She'll just read a bit
of Guybrush's future. Leave the Voodoo Shop.
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Village
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Head up through the archway. Somebody will be calling you from the alley, so go
there. You'll meet Fester Shinetop, the new Sheriff in town. And it seems he
really doesn't like Guybrush... oh, well. Head back to the street and enter the
open doorway to the left.
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Jail
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Try to talk to the prisoner. Due to a bad case of halitosis, Guybrush won't be
able to talk to him, so head back to the street and enter the door to the right
of the screen.
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Store
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Pick up the sword and the shovel upstairs. Talk to the storekeeper to buy them
and buy some breath mints while you're at it. If he's not in the store, you
just have to ring the bell on the table and he'll show up. Leave the store and
head all the way back to Mêlée's overview. Then, head to the fork.
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Jungle Maze
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Look at your ''map''. Don't worry! You'll be able to find the treasure with the
dancing lessons that bastard sould you. See the first word on each line? Follow
it. When it says ''back'', head up, when it says ''left'' head left and when it
says ''right'', go right. In case you didn't quite get it, I'll give you the
directions. Head through the left path, pick up some of the yellow flowers, and
then head left, right, left, right, up, right, left and up. When you reach the
place, head right and you'll see a plaque, a marker and the X. Use the shovel
on the X and you'll dig up an amazing... t-shirt. Well, that was disappointing.
You can show the t-shirt to the pirate leaders, if you want. When you're done,
head all the way back to the jail.
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The Thievery Trial
++++++++++++++++++
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Jail
----
Hand the prisoner the breath mints. Now have a chat with him. You'll learn that
the prisoner's name is Otis, that there's something very fishy about Shinetop,
that Otis has a carrot cake (obvious escape plan is obvious, but Otis is stupid
enough to not notice it) and that he's willing to trade the cake for something
to get rid of the rats. Leave the jail and head left through the archway. Go to
the Governor's Mansion.
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Mansion
-------
Use the yellow petal on the stewed meat and give it to the vicious piranha
poodles to make then SLEEP! (they're not dead!) Open the mansion door and head
inside. Open the door right next to you and head inside. Shinetop will follow
you, but don't worry. Guybrush will kick his ass automatically. After all the
weird stuff that happened back there, you'll get a bunch os misc itens and you
will learn that you'll need a file. Head back ot the jail.
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Jail
----
One of the weird things you got at the mansion is a gopher repellent. Give it
to Otis and he'll hand you the carrot cake in return. Open it to get a file and
go back to the mansion.
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Mansion
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Jump through the gaping hole you have made (why use the door, right?) and
Guybrush will take care of everything. After the very weird scenes that took
place back there, Fester will catch you. Fortunately, the governor, whose name
is Elaine Marley, by the way, will save your butt. Try to leave, and... well...
Fester will catch you again, tie you to the idol and throw you into the sea!
Dammit! You can't reach any of the very sharp objects that you could use to cut
the rope. But this puzzle is simpler than it looks. Just pick up the idol and
Guybrush will head back up to the dock. Then some romance happens between
Elaine and Guybrush. Blah blah blah. Give the idol to the pirate leaders if you
want and get ready for the last trial.
RANDOM TRIVIA: If you let Guybrush stay underwater for longer than 10 minutes,
he'll drown.
++++++++++++++++++++++++
The Sword Fighting Trial
++++++++++++++++++++++++
Go to the island overview and head for the Bridge
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Bridge
------
There'll be a troll blocking your way. Talk to him and select ''Stand aside,
troll, I'm a mighty pirate.'' and then select ''I can out-insult anybody, you
brainless clay doppelganger!'' and you'll learn an insult before even learning
how to fight! Horray! Now give him the fish and he'll let you pass. You won't
have to pay the bridge toll the next times you cross it. Go to the house at the
far right side of the island.
RANDOM TRIVIA: When the troll removes his mask to eat the fish, he's supposed
to look like George Lucas.
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Captain Smirk's Big Body Pirate Gym
-----------------------------------
Try opening the door. Guybrush will just knock (even though he didn't mind
breaking into every other building on the island). Captain Smirk will show up.
Ask him to train you and insist that you've got what it takes. Eventually, he
will agree. The lessons will cost you 30 pieces of eight, but it's not like you
have anything better to do with your money anyways. Now you know that what
really takes to be a sword master are the insults, so go around to fight a bit.
Go to the island overview, stand still and wait for one of the pirates to bump
into you and start fighting! What you really want to get of all the fights are
the comebacks, not the insults, so ALWAYS try insults that you don't have the
comebacks to yet. Expect to lose a lot until you're ready.
Here's the list of insults and comebacks:
I:You fight like a dairy farmer.
C:How appropriate. You fight like a cow.
I:Soon you'll be wearing my sword like a shish kebab!
C:First you better stop waiving it like a feather-duster.
I:I once owned a dog that was smarter then you.
C:He must have taught you everything you know.
I:This is the END for you, you gutter-crawling cur!
C:And I've got a little TIP for you, get the POINT?
I:You make me want to puke.
C:You make me think somebody already did.
I:I got this scar on my face during a mighty struggle!
C:I hope now you've learned to stop picking your nose.
I:You're no match for my brains, you poor fool.
C:I'd be in real trouble if you ever used them.
I:You have the manners of a beggar.
C:I wanted to make sure you'd feel comfortable with me.
I:People fall at my feet when they see me coming.
C:Even BEFORE they smell your breath?
I:My handkerchief will wipe up your blood!
C:So you got that job as janitor, after all.
I:I'm not going to take your insolence sitting down!
C:Your hemorrhoids are flaring up again, eh?
I:Have you stopped wearing diapers yet?
C:Why, did you want to borrow one?
I:I've spoken with apes more polite then you.
C:I'm glad to hear you attended your family reunion.
I:I've heard you were a contemptible sneak.
C:Too bad no one's ever heard of YOU at all.
I:Nobody's ever drawn blood from me and nobody ever will.
C:You run THAT fast?
I:There are no words for how disgusting you are.
C:Yes there are. You just never learned them.
After you've learned as many comebacks as you can, head all the way back to the
store.
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Store
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Tell the storekeeper that you're looking for the Sword Master. He'll leave the
store to ask her if she's ok with it. Follow him out of the Village and through
the jungle until you reach the Sword Master's House
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Sword Master's House
--------------------
After the scene, talk to the Sword Master and challenge her for a duel. For
this fight, Carla will only insult and you'll only use the comebacks. But there
is a catch: her insults are different from the one's you've seen so far, but
the comebacks are the same. Don't bother trying to use her insults against the
other pirates because they'll never know how to respond. You'll have to figure
the comebacks by yourself... or you could just check this list:
I:I will milk every drop of blood from your body!
C:How appropriate. You fight like a cow.
I:My wisest enemies run away at the first sight of me!
C:Even BEFORE they smell your breath?
I:I usually see people like you passed-out on tavern floors.
C:Even BEFORE they smell your breath?
I:My tongue is sharper then any sword.
C:First you better stop waving it like a feather-duster.
I:I've got a long, sharp lesson for you you to learn today.
C:And I've got a little TIP for you. Get the POINT?
I:My name is feared in every dirty corner of this island!
C:So you got that job as janitor, after all.
I:If your brother's like you, better to marry a pig.
C:You make me think somebody already did.
I:No one will ever catch ME fighting as badly as you do.
C:You run THAT fast?
I:My last fight ended with my hands covered with blood.
C:I hope now you've learned to stop picking your nose.
I:I've got the courage and skill of a master swordsman!
C:I'd be in real trouble if you ever used them.
I:My sword is famous all over the Caribbean!
C:Too bad no one's ever heard of YOU at all.
I:You are a pain in the backside, sir!
C:Your hemorrhoids are flaring up again, eh?
I:There are no clever moves that can help you now.
C:Yes there are. You just never learned them.
I:Only once have I met such a coward!
C:He must have taught you everything you know.
I:Every word you say to me is stupid.
C:I wanted to make sure you'd feel comfortable with me.
I:Now I know what filth and stupidity really are.
C:I'm glad to hear you attended your family reunion.
I:I hope you have a boat ready for a quick escape.
C:Why, did you want to borrow one?
After you've beaten her, she'll give you a t-shirt. WOOHOO! You've beaten the
three trials! You're finally a pirate! Now head back to the village. On your
way back, you'll notice that all the pirates are gone. Odd...
++++++++++++++++++++
Leaving Mêlée Island
++++++++++++++++++++
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Village
-------
When you reach the village, you'll see a ship fading away. Creepy... then the
look-out will show up and tell you that LeChuck has kidnapped the Governor! Oh,
crap!I guess it's up to YOU to go out there and save her! You'll need a crew of
three people and a ship to chase them back to MONKEY ISLAND (trademark). First
of all, head to the Scumm Bar
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Scumm Bar
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The first thing that you'll notice is that the bar, like the rest of the island
is pretty much empty. Pick up all the mugs you see and head to the right side
of the bar. You'll see the cook crying like a baby and a couple of mugs on the
table. Grab both of them (you should have 5 mugs now). Now head into the
kitchen (the cook won't try to stop you this time. He's too busy moping around)
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Kitchen
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Fill one of your mugs with grog. It's the stuff coming out of that keg with a
skull if you didn't notice. Now, what you want to do is to carry this very
corrosive beverage all the way to the jail. Your mug will start melting sonner
or later, so you'll have to use the melting mug on one of the good mugs to pour
the grog into it on your way to the jail.
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Jail
----
As soon as you reach the jail, use the mug with the grog on Otis' cell lock.
That'll melt it down, setting Otis free. Guybrush will ask him to join his crew
but Otis will run away using the old three-headed monkey trick. That bastard...
Oh, well. Leave the jail and head to Carla's house.
*************************************
Meanwhile, deep beneath Monkey Island
*************************************
You'll watch a cutscene showing that Fester Shinetop was LeChuck all along!
DUN DUN DUUUUUUUN! (yeah, as if you didn't see this coming)
Anyways, LeChuck and Bob will talk about Elaine trying to escape (tough girl),
LeChuck thinking that Guybrush has drowned and about some root... oookay...
************
Mêlée Island
************
--------------------
Sword Master's House
--------------------
Just show the note the look-out gave you to Carla and she'll join your crew.
Well, that was ridiculously easy. Head back to the island overview and go to
the island located on the north-east part of Mêlée.
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Hook Island
-----------
The first thing you'll notice (besides the huge flashy sign) is that there is
no bridge to get there. Just a cable and nothing more. All you have to do is
climb the pole and use your rubber chicken (with a pully in the middle) on the
cable and you'll reach the other side. Hah! Bet you thought the rubber chicken
would be useless, right? Anyways, open the door and head inside.
----------------
Meathook's House
----------------
You'll meet some guy called Meathook (poor bastard has hooks for both hands...
damn, tough life). Tell him the Governor's been kidnapped and that you're
looking for a crew. Meathook will, of course, laugh at Guybrush, but then, he
will propose a deal. He keeps in his house a beast that's just like the one who
took his hands from him. He'll join your crew if Guybrush touches the monster.
Open the little door and use any action on the MURDEROUS WINGED DEVIL! Then
Meathook will join your crew. Horray! Now all you need is a ship... leave the
house, use the rubber chicken on the cable again and go to the island overview.
Head to the several lights right next to the bridge you've been to earlier.
-------------------------------
Stan's Previously Owned Vessels
-------------------------------
You'll meet Stan, the most annoying guy EVER. You'd live a much happier life if
you had never met him, but since he sells ships, and you need one pretty badly,
you'll have to watch his huge mouth move. Eventually, he'll ask what kind of
ship you want. Say you really don't have much to spend (let's face it, you're
pretty much broke). He'll take you to the half-sunken ship on the back, called
''Sea Monkey''. That's the one you want (no, I'm not kidding). Well, Stan says
that it's the only ship that has ever made to Monkey Island, and considering
that it's where you're heading to, you might as well take it.
Now, let's talk about business. By now you should have around 170-180 pieces of
eight on you. That's really not enough even to buy a rowboat, so tell Stan you
are hoping to buy it on credit and he'll mention that the storekeeper might
extend you some credit. That said, tell Stan that that's not your kind of ship
and head to the store. Before you leave, Stan will give you a business card and
a compass that points back to his store. Oh, joy.
-----
Store
-----
Talk to the storekeeper and tell him you want a note of credit. He'll go up the
stairs and open de safe. REMEMBER THE COMBINATION HE USES TO OPEN IT. When he
asks about your job, just pick any answer and he'll refuse to give you credit,
giving you the chance to see the combination again when he put the note back in
the safe. Now ask him to go see the Sword Master again. He'll leave the store,
giving you the opportunity to work on the safe. Pushing the handle will move it
clockwise and pulling will move it counterclockwise. Use the code the old man
used (it changes every game) and the safe should open. But instead of piles of
gold, all you'll find is a credit note worth up to 5000 pieces of eight. Don't
worry, though. That'll be more than enough. Head back to Stan's.
-------------------------------
Stan's Previously Owned Vessels
-------------------------------
Ask Stan to show you the cheap boat again. Tell him the storekeeper ''gave''
you credit and he'll take it. Too bad for you, Stan's selling that lousy ship
for 10000 pieces of eight, so you'll have to bargain for it. Ask him to talk
about extras and for each and every one of the extras he mentions, tell him you
don't need that particular piece of junk. Keep doing that until he starts
repeating himself and he should be selling it for 7300 pieces of eight now.
Say you don't need the boat anyways and, while you try to leave, Stan will cry
for you to come back, so do it. Now he'll be selling it for 6300 pieces of
eight. Offer him 5000 and he'll (finally) take it. Head to the village now.
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Village
-------
You'll meet Stan at the docks. After some babbling, he'll hand you a bunch of
seafaring literature and (finally) leave you and your lousy ship. Right after
he leaves, your crew (Otis included!) will show up! Now we're ready to set sail
to Monkey Island (trademark)!
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* 2-2 -- PART TWO: THE JOURNEY -- *
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**************
The Sea Monkey
**************
Ok, now that you are on high sea and have a crew and a great ship... err... now
that you have A ship, it's time to find your way to Monkey Island! The only
problem is that your crew has gone mutiny on you and you'll have to find a way
to sail the ship all by yourself.Not to mention that you also have to find out
how to go to Monkey Island on the first place. Oh, great.
---------------
Captain's Cabin
---------------
Well, this looks like a nice place to sleep, if you don't mind all the broken
windows. First of all, pick up both the feather pen and the ink on top of the
desk. Now open the drawer. Look inside and you'll find a dusty old book. It's
the last captain's log. Read it and you'll learn a little about the captain and
some idiot called Toothrot and blah blah blah. What's really important is that
you'll find out that they reached Monkey Island after making some sort of
voodoo soup. Therefore, we need to find it's recipe! Head outside through the
door on your left.
----
Deck
----
There's nothing to do around here for now, except maybe talk a little to your
lazy crew. You won't be able to change their mind about the mutiny, though.
Climb the rope ladder by the mast.
-----------
Crow's Nest
-----------
Pick up the Jolly Roger and climb down back to the deck and down the hatch next
to the mast.
---------
Dormitory
---------
You don't have anything to do here, so head down the hatch.
----------
Store Room
----------
Pick up the giant piece of rope. Then open the kegs on your left and Guybrush
will grab some of the gunpowder that's inside. Finally, open the chest by the
right of the screen and have a look inside it. Guybrush will grab a bottle of
some very fine wine! Woohoo! Non-corrosive booze, at last! Go back to the dorm
and head through the door.
-------
Kitchen
-------
Someone has left a huge cooking pot on some fire for some reason... it's odd,
considering that your crew refuses to do anything. Ah, well. It doesn't matter
for now. First of all, pick up the pot by your left. Open the cupboard and you
will find several cereal boxes inside. Grab one of them and open it. There'll
be a prize inside! Yay! Have a look at it and you'll find out that the prize
is actually a small key... how the hell did that get in there? Anyways, head
back to the captain's cabin.
---------------
Captain's Cabin
---------------
You've probably noticed there's a locked cabinet in here. Use the small key to
open it up. There'll be a chest inside. Pick it up and Guybrush'll drop it on
the middle of the room. Open the chest and look inside it. You'll find some
cinnamon sticks and the voodoo recipe you've been looking for. You might not
know it, but you already have all the ingredients for it. Head back to the
kitchen.
-------
Kitchen
-------
You can actually dump several items into the pot, but here are the ones you
actually have to put in there in order to follow the recipe:
The cinnamon sticks, the breath mints (leaves of mint), the Jolly Roger (human
skull (pressed)),the ink (squid ink), the fine wine (monkey blood), the rubber
chicken (live chicken), the gunpowder (brimstone) and finally the cereal (all
that stuff from the end of the recipe). After you put the last ingredient, some
weird green smoke will come out of the pot and Guybrush will pass out for
several days... As soon as you wake up, use the dusty book on the red hot fire
to get a flaming mass (yes, you'll carry fire around with you). Head to the
store room to grab more gunpowder and head outside to the deck.
----
Deck
----
Well, well, well... if it isn't Monkey Island! Your crew still doesn't give a
damn about you, so you'll have to get there by yourself. Remind that time when
you worked at the circus? See that cannon over there. Yes, you've guessed it
right! Use the gunpowder on the cannon's nozzle, use the giant piece of rope
on the cannon, use the flaming mass on the fuse and use the pot to put it on
and away we go!
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* 2-3 -- PART THREE: UNDER MONKEY ISLAND -- *
+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+
*************
Monkey Island
*************
-----------
South Beach
-----------
We're finally here! Right after the ''safe'' landing, some castaway, who seems
to be the captain's idiot companion mentioned on the log, Herman Toothrot, will
come around to pester you. Thankfully, he won't notice that Guybrush's got his
head stuck in the sand and leave right away. After you come to your senses,
read the note on the tree and you'll learn that LeChuck's hideout is inside the
Giant Monkey Head (wow, how obvious was that). Pick up the banana lying on the
floor. You've probably noticed there's a rowboat here, but since you don't have
anything to paddle with, you won't be able to use it for now, so head to the
jungle.
----------------------
Monkey Island Overview
----------------------
Head up, and then left (You've probably noticed you can't get to the north part
of the island. Don't worry, we'll get to that later). There's some sort of
volcano-like formation here. If you look closely, you'll see there's a fort on
the north part of the volcano. Go there.
----
Fort
----
Pick up the spyglass and the rope. Push the cannon and you'll drop a cannonball
and some gunpowder on the floor (you messy bastard). Herman will show up to bug
you again. Just say whatever and eventually he'll go away. Grab some gunpowder
and the cannon ball and leave.
----------------------
Monkey Island Overview
----------------------
Head right and go to the river fork, right next to the mountain formation.
----------
River Fork
----------
Pick up both the note and the rock lying around. If you take a closer look at
the rock, you'll learn that it's a piece of flint. Isn't that neat? Now, walk
up the footholds. Pick up the note on the floor. See the primitive art? It's,
obviously, some sort of catapult. If you use your catapult, Guybrush will tell
what he can see, which is where the catapult's pointing at. Now, head up the
footholds. Herman will show up again. Talk with him if you want, but he's not
really important for now. Push the rock, and... you'll sink your ship! Nice
going, genius (you don't actually have to sink your ship, but I still say you
should do it because it makes the ending a bit more interesting.) Anyways, head
back down. Pick up the note and pull the catapult twice. It should be aiming at
the banana tree down at the beach, now. Head back up, pick up a rock to set it
in place and push it. It will hit the banana tree! Horray! What are the odds?
Anyways, head all the way back down to the river. Use the gunpowder you have on
the dam. Now, you can either open the spyglass and use the lens on the sun or
you could use the cannon ball/staple remover with the flint. Either way, the
gunpowder will explode and you'll destroy the dam, making the waterflow carry
you away to the overview. Head to the pond, now.
RANDOM TRIVIA: At the highest part of the River Fork, if you stay on the edge
at the most right, you'll get a reference of Sierra adventure games and how you
usually die through suck ridiculous ways on them.
----
Pond
----
Ouch... wouldn't like to be that guy. Poor fella... Grab the note on the floor.
Herman will show up, blah blah blah. Pick up the rope next to the dead guy and
head to the overview.
----------------------
Monkey Island Overview
----------------------
Go south. You've probably noticed there's a crack near the beach. Go there.
-----
Crack
-----
So, there's the pair of oars you need so much! Too bad it's down there at the
bottom. Use one of your ropes on the branch and get down. Then, use the other
rope on the stump and go all the way down to the bottom. Pick up the oars and
climb all the way back up. Head to the beach.
-----------
South Beach
-----------
There are two bananas on the ground, so grab them (yeah, that stupid bolder was
able to knock off just two miserable bananas). Use your oars on the rowboat.
----------------------
Monkey Island Overview
----------------------
You're back to the overview, but you're on the water now. Just keep rowing all
the way up north until you reach the beach you couldn't before.
-----------
North Beach
-----------
Pick up the note, head to the jungle and then head to the village.
-------
Village
-------
Head left and you'll see a bow of fruit next to a huge stone head. All of the
fruit are a little overripe, except for a couple of bananas. Grab them. Try to
leave the village and some cannibals will capture you! Oh, just great... Well,
now you're stuck inside a hut with some skulls and a huge banana picker. Pick
up the note on the floor, and them pick up the skull. There'll be a loose board
beneath it. Open it and head inside and you'll escape! You won't be able to
take the banana picker if you picked it up, though. It's too big.
----------------------
Monkey Island Overview
----------------------
Head south and go to the beach next to the Clearing.
----------
East Beach
----------
Pick up the bottle to read a note (which is useless by now... oh, well). Go to
the island overview.
----------------------
Monkey Island Overview
----------------------
Go all the way south. There should be a grey dot (a monkey) walking around. Go
there.
------
Jungle
------
There'll be nothing but some monkey going back and forth around here. Give him
all the bananas you have and he'll start following you. Head all the way back
to the clearing you just saw earlier.
-----------
Monkey Head
-----------
Head right (Don't mind the impaled corpses, by the way). There'll be a totem
pole next to the fence. Pull it's nose and the fence will open! Too bad it will
also close as soon as you let go of the nose, though... thankfully, your little
monkey helper will hold the switch for you... until he starves to death, as we
learn much later at Monkey Island 4. Anyways, go inside. There'll be several
idols lying around, but pretty much all of them are too heavy for Guybrush's
spaghetti arms. The only one you'll be able to get your hands on is the wimpy
little idol, so pick that up and then head ALL the way back to the cannibal's
village.
RANDOM TRIVIA: One of the idols looks like the duo Sam & Max
-------
Village
-------
Head all the way left. There's nothing here for you to, actually, so head back
right and the cannibals will stop you! Lucky for you, they'll leave you alone
if you give them some sort of offering for the monkey head, so give them the
wimpy little idol you've got and they'll let you come and go as you please now.
The hut they trapped you in is open now, so go inside and grab that huge banana
picker. Now that crusty old man, Herman, will be standing next to the village's
entrance. Hand him the banana picker and he'll give you the monkey head's key
(eeer... a huge Q-tip...ok...). Head all the way back to the monkey head, now.
-----------
Monkey Head
-----------
Use the monkey head key on the monkey head ear and it'll open! Head inside it.
---------
Catacombs
---------
Head all the way right and you'll enter some sort of labyrinth. You won't be
able to find your way through here for now, so head ALL the way back to the
village.
-------
Village
-------
The cannibals will be here and will start talking to you. They'll mention some
kind of potion that can kill ghosts, but, unfortunately, they need a rare root
that LeChuck stole. They also seem to have a head of a navigator that seems to
be able to guide you through the catacombs, but the cannibals won't give it to
you because it's the only one they have. After the talk is over, feel free to
give them the monkey head key. You don't need it anymore. Now, if you've looked
at the leaflet Stan gave you, you'll see that it says ''How to Get Ahead in
Navigating''. They'll think they're instructions to get a new head (suckers!)
and they'll give you the one you have, together with a necklace that makes it
invisible to ghosts (aww, that's nice). Head back to the monkey head and into
the catacombs.
---------
Catacombs
---------
Go all the way right into the labyrinth. Now that you have the head, it'll be a
piece of cake to find your way here! Use the head and Guybrush will take it out
of his pants (ew). Just follow it's nose all the way through the labyrinth (the
right path always changes). Oh, and don't forget you need to stand still so the
head can show you where to go. Eventually, you'll reach LeChuck's ghost ship!
You can't board it yet, though, pretty much because of all those undead people
around. So, what to do? Well, your head has a necklace that makes you invisible
to ghosts! Ask him if you can have it and insist a little (or threaten to throw
him into the lava, either way it'll work). Now, use the necklace and head to
the ship.
----
Deck
----
You'll see the ghostly crew having some fun. Good thing you have your eyeball
necklace with you! Go a little to the left, open the door and go inside.
---------------
LeChuck's Cabin
---------------
Thankfully, not even the fearsome Ghost Pirate LeChuck can see you. But he can
still hear you, though. You're interested on that key on the wall, but if you
try to get it, he'll hear your footsteps! Good thing Stan gave you a compass
with a strong as hell magnet. Use it on the key to get it. Leave the cabin.
----
Deck
----
Go to the right side of the deck, now. There's a door here, but you can't open
it because it's too noisy and it'll catch the attention of the crewmen. So, you
have to go down the hatch instead.
---------
Dormitory
---------
Nothing to do here now. Go right.
----------
Store Room
----------
Use the pick up command on one of the chickens to pluck a feather off it. Now,
head back to the dormitory.
---------
Dormitory
---------
You've probably noticed the guy sleeping here. Wait for him to dangle his arm
holding the jug out of bed and use the ghost feather on him a couple of times.
He'll drop the jug of grog. Pick that up and go back to the store room.
----------
Store Room
----------
Use the key on the hatch and climb it down.
----
Hold
----
Well, you're invisible, but the rat here can still smell you, so if you get too
close, he'll try to bite you! Use the jug o' grog on the dish to knock the rat
out cold, grab some of the grease to your right and go all the way back up to
the deck.
----
Deck
----
Use the glob of grease on that squeaky door, open it and head inside.
----
Brig
----
There'll be a big ghost blocking the way to Elaine's cell. Lucky you, he's just
sleeping, but you won't be able to get to the cell either way. Just pick up the
ghost tools and head all the way back to the store room.
----------
Store Room
----------
Use the ghost tools on the glowing crate to the right, look inside and you'll
get that damn root at last! Now head ALL the way back to the village (lucky for
you, the game will finally start skipping all the annoying rowboat part).
-------
Village
-------
Guybrush'll give the cannibals the root and they'll make the potion right away.
Leave the village to get back to the catacombs and to face LeChuck!
---------
Catacombs
---------
What the... the ghost ship isn't here anymore! All that's left is Bob! It looks
like LeChuck took Elaine back to Mêlée to marry her! Oh, no! What to do now!?
Thankfully, Herman will show up and... errr... let you ride his ship back to
Mêlée... that crazy old pantless bastard... Anyways, we're heading back to the
place where this adventure started! (if you didn't sink your ship, your crew
will show up to take you back home. Yeah, they've suddenly decided to stop
being assholes for some reason...)
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* 2-4 -- LAST PART: Guybrush Kicks Butt -- *
+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+
************
Mêlée Island
************
-------
Village
-------
You're back at the docks, and the first thing you'll probably notice is that
almost all your inventory is GONE, with the two exceptions of the magic seltzer
bottle and your money. But it's more than enough for you to finish the game,
considering you don't even need the money. What you need to do here is head to
the church right away. If you don't remember where it is, it's the building
right next to the store where you bought your shovel and sword, among other of
your stuff. Along the way, you'll face a couple of ghost pirates! But have no
fear! Your root beer will deal with them right away!
------
Church
------
Guybrush comes in just in time for the cliché ''if anyone has anything against
these two blah blah blah'' moment to ruin the wedding. But I'll be damned! That
bride wasn't the governor at all! The real governor shows up and reveals that
the bride was actually two monkeys holding a bottle of voodoo rootbeer! She
tells you that she was able to escape because lots of LeChuck's crewmen were
her friends when they were alive, so helped her, not to mention LeChuck is an
idiot. Know what that means? That's right! This entire jorney was POINTLESS!
Wow, kinda turns you off, doesn't it? But anyways, Guybrush, bozo as he is,
tries to grab the root beer from the monkeys and they run away. Oh, and another
bad thing is that your bottle is jammed, so you won't be able to spray it on
LeChuck! Oh, crap... Of course the fearsome Ghost Pirate will be rather... mad
at you and he'll give you a punch so hard it'll send Guybrush flying all over
throught the island until he, eventually, lands on Stan's (you'll also lose
your seltzer bottle in the process).
-------------------------------
Stan's Previously Owned Vessels
-------------------------------
Guybrush will drop right into that stupid money-eating grog machine, dropping
a bottle of root beer in the process! Since this game is pretty gentle when you
consider improvising, regular root beer will do to kill ghosts! Anyways, Stan
will show up, but LeChuck will, thankfully, punch him all the way up the
ionosphere. He'll also drag you out of the grog machine. As soon as you come
back to your senses, quickly pick up the root beer bottle on the floor and use
it on him before he punches you again! He'll explode and turn into some nice
fireworks. You'll see your crew inside that old cannibal's hut (or you'll just
see Herman wondering where the hell did you go, if you didn't sink your ship),
Guybrush and Elaine will finally be together and they live happily ever after.
OR DO THEY? We'll see next on Monkey Island 2: LeChuck's Revenge! Thank you for
reading, and congratulations for finishing The Secret of Monkey Island!
+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+
* -3- -- ITEM LIST -- *
+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+
On this section, I'll give you all the items you need on your adventure, saying
where you get them and what you need them for. And by ''items you need'', I'm
saying that I won't bother pointing out any of the items that don't really have
any purpose. Anyways, here are the items, in alphabetical order:
-------------------
100% Cotton T-Shirt
-------------------
WHERE: Beat the Sword Master and she'll give it to you.
USE: You need to earn this to complete the sword fighting trial.
-------------------
478 Pieces of Eight
-------------------
WHERE: The circus. Get shot from the cannon and you'll get payed (you need the
pot to do this).
USE: Buy the shovel, sword, breath mints and treasure map and to pay Captain
Smirk's sword fighting lesson.
-------------
Banana Picker
-------------
WHERE: Inside the hut in the village. You'll only be able to get it after you
have given the cannibals the wimpy little idol.
USE: Give it to Herman so he gives you the key to the Monkey Head.
-------
Bananas
-------
WHERE: There are a total of five bananas. One you'll find right next to the
banana tree on the beach you land on. Two you'll get on this exact same spot,
but you'll have to hit the tree with a rock, first. The other two you'll find
on the cannibal's village, right next to a huge stone head.
USE: Give all of them to the monkey you find in the jungle and he'll follow you
around and keep the fence to the Monkey Head open.
-------------------
Bottle of Root Beer
-------------------
WHERE: Stan's Previously Owned Vessels, right after LeChuck punches you into
the grog machine. It'll be on the floor.
USE: Use it on LeChuck and he'll turn into fireworks. Horray!
------------
Breath Mints
------------
WHERE: Buy it from the store at Mêlée.
USE: Give it to Otis so you're able to talk to him. Also used as one of the
ingredients of the Voodoo soup on Part 2.
-----------
Cannon Ball
-----------
WHERE: At Herman's fort, after you push the cannon.
USE: You can use it with the flint to light the gunpowder you put in the damn.